House Rules: Leadership Perks

The following house rules are derived from Ultimate Charisma.

Removed Perks


All Title leadership perks (and some Reputation perks) have been moved to House Rules: Reputation and can be bought with Prestige Points:

  • Artisan
  • Blood-Bonded
  • Deputy
  • Expert
  • Figure of Renown
  • Friendly Face
  • Hometown Hero
  • Martyr
  • Palm Greaser
  • Patriot
  • Quick Travel
  • Relatable
  • Sage
  • Scourge of the land
  • Skill Master
  • The Great
  • The Undaunted
  • The Undying
  • Tradesman (replaced with Master of Trade)
  • Vindicator
  • Wanderer

Leadership Perks


Cohort leadership perks can be taken by your followers as well.

Armed to the Teeth (Army, Loner)

You are able to apply your equipment to mass combats.
Prerequisites: One-Man Army, character level 8th.
Benefit: While acting as a leader of a solo unit, your OM increases by 1 if you are wielding a masterwork weapon and your DV increases by 1 if you are wearing a masterwork armor or shield. If your weapon is magical, your OM increases by 2 x your weapon’s enhancement bonus instead. If your armor is magical, your DV increases by 2 x your armor’s enhancement bonus instead.

Beloved Relation (Nation)

Although you aren’t your nation’s ruler yet, you are loved and respected.
Prerequisites: Diplomacy 2 ranks, legitimate child of the nation’s Ruler or the Ruler’s legal spouse, Fame 20 with your nation as a Sphere of Influence.
Benefit: When acting as a nation’s Consort or Heir, you do not suffer disadvantage on leadership action checks or on the Loyalty check during the Upkeep phase when acting as Ruler.
Normal: The Consort and Heir suffer disadvantage on leadership action checks.
Special: You no longer gain the benefit of this perk the Ruler divorces you, you are believed to be an illegitimate child of the Ruler, the Ruler disinherits you, or your Fame with your nation falls below 20.

Capable Commander (Army)

You are able to lead armies with unrivaled precision.
Prerequisite: Profession (soldier) 2 ranks.
Benefit: Any unit that you are the leader of increases gains a +1 bonus to OM and on Morale checks. The OM bonus is multiplied by the unit's size modifier.

Crimefighter (Nation)

You are especially competent at enforcing the laws of your nation.
Benefit: You gain a +2 bonus on Knowledge, Perception, Sense Motive, and Survival checks when dealing with criminals and criminal organizations. In addition, you may make Knowledge (local) and Knowledge (geography) checks untrained when dealing with criminals and criminal organizations.
    If you are your nation's Enforcer, when you attempt to use the Reduce Strife leadership action, you double the amount of Unrest reduced. In addition, any Unrest increase from a failed check is halved.
    If you are your nation's Spymaster, when you attempt to use the Counter-Espionage leadership action, the DC increase for foreign nation espionage edicts is doubled. In addition, any DC decrease from a failed check is halved.
    If you are your nation's Warden, when you attempt to use the Crackdown leadership action, you double the amount of Unrest reduced. In addition, any Unrest increase from a failed check is halved.

Effective Leader (Army, Nation)

You are particularly well-suited to the rigors of leadership.
Benefit: When acting in a leadership role for a nation, you gain a +1 bonus to leadership checks. In addition, when you act as a leader of a unit, you gain a +3 bonus on Morale checks. If you are also the commander of an army, the army's Morale increases by 3.

Expanded Influence (Reputation)

Word of your deeds has spread far, even beyond the borders of your influence.
Benefit: Your Fame or Infamy (your choice) with a newly-acquired Sphere of Influence increases by 5.
Special: You may select Expanded Influence multiple times. Each time it is selected, your starting Fame or Infamy (your choice) increases by 5.
Normal: Your Fame and Infamy with a new Sphere of Influence starts at the value of your Reputation.

Eye for Opportunity (Downtime, Reputation)

Your Sphere of Influence tips you off as to where financial booms are likely to occur.
Benefit: You treat all settlements within your Sphere of Influence as though they were one size category larger when determining your capital and gp spending limits within the settlement. In addition, the chance penalty to find a magic item in the settlement is reduced by 5% per 2,000 gp of the item's cost, limiting magic items costing up to 36,000 gp to be found on the open market.
Normal: The chance penalty to find a magic item in a settlement is reduced by 5% per 1,000 gp of the item's cost, limiting magic items costing up to 18,000 gp to be found on the open market.

Improved Live off the Land (Army)

You are skilled at providing for your army’s needs.
Prerequisite: Ability to grant an army the Live Off the Land boon.
Benefit: When you use the Live Off the Land boon to reduce the Consumption of an army that you command, you gain an additional 1d6 worth of supplies for every 10 that you beat the DC on a successful Morale check.
    At the GM’s decision, using this perk can cause a hex to run out of the natural resources required to sustain the army up to twice as quickly.

Influential Presence (Army)

You are able to pass your abilities onto your army.
Prerequisites: Profession (soldier) 4 ranks, ability to grant an army the Flexible Tactics boon.
Benefit: Select one class feature that you possess that can be used by a unit as an army special ability, as listed in Mass Combat: Special Abilities. Once per battle during the Tactical phase, you can grant that class feature to the unit you are leading as an army special ability for one battle round. If the unit already possesses the selected ability, increase all numeric bonuses and reduce the numeric penalties granted by that ability by 1 for the round instead. If you are also the army commander, you grant this benefit to all units in the army.

Nation Patron (Nation)

You greatly influence the overall atmosphere within your nation.
Prerequisite: Knowledge (local) 5 ranks or Sense Motive 5 ranks.
Benefit: Select 1 settlement statistic (Crime, Corruption, Law, Lore, Productivity, or Society). Add +1 to your nation’s settlement modifier of the chosen type. Alternatively, you may reduce the chosen statistic by 1 (minimum 0).
    If you are your nation's Spymaster, you may add or subtract your Dexterity or Intelligence modifier from one settlement statistic (minimum 0) of your choice during the nation's Decision phase.
Special: You may gain Nation Patron up to six times. Its effects do not stack. Each time this perk is selected, choose a different settlement modifier to apply its benefits to. Selecting Nation Patron multiple times does not increase the number of settlement statistics that a Spymaster can select during the Decision phase.

Renowned for Constitution

You possess a reputation for being indomitability tenacious.
Prerequisites: Con 13.
Benefit: You may use your Constitution modifier in place of your Charisma when determining your Leadership Score, the benefits of your leadership perks, your base Relationship Score and Reputation, and the Morale bonus of any army that you command. You still add your Charisma modifier if it is a penalty.

Renowned for Dexterity

You possess a reputation for having peerless grace and balance.
Prerequisites: Dex 13.
Benefit: You may use your Dexterity modifier in place of
your Charisma when determining your Leadership Score, the benefits of your leadership perks, your base Relationship Score and Reputation, and the Morale bonus of any army that you command. You still add your Charisma modifier if it is a penalty.

Renowned for Intelligence

You possess a reputation for being amazingly gifted intellectually.
Prerequisites: Int 13.
Benefit: You may use your Intelligence modifier in place of your Charisma when determining your Leadership Score, the benefits of your leadership perks, your base Relationship Score and Reputation, and the Morale bonus of any army that you command. You still add your Charisma modifier if it is a penalty.

Renowned for Strength

You possess a reputation for having an amazing physique.
Prerequisites: Str 13.
Benefit: You may use your Strength modifier in place of your Charisma when determining your Leadership Score, the benefits of your leadership perks, your base Relationship Score and Reputation, and the Morale bonus of any army that you command. You still add your Charisma modifier if it is a penalty.

Renowned for Wisdom

You possess a reputation for being world wise and aware.
Prerequisites: Wis 13.
Benefit: You may use your Wisdom modifier in place of
your Charisma when determining your Leadership Score, the benefits of your leadership perks, your base Relationship Score and Reputation, and the Morale bonus of any army that you command. You still add your Charisma modifier if it is a penalty.

Trusted Manager (Cohort, Downtime)

You act as the right hand of your leader’s business.
Prerequisite: Cohort.
Benefit: When your cohort acts as the manager of your business or organization, any capital attrition accumulated by the business or organization is delayed to 1 every 30 days.
Normal: Having a manager delays capital attrition to 1 every 14 days.

Zealous

Your supporters are willing to die in your service..
Benefit: Your check to recruit a cohort or follower teams is not penalized for having either your cohort or follower teams killed by violence or disease.
Normal: Your check to recruit a cohort gains a penalty equal to the cohort candidate's level if your previous cohort died from violence and disease, and remains dead within the past number of years equal to half of the previous cohort's level. Your check to recruit a follower team gains a -1 penalty for every team killed by violence or disease within the past year.

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